Having invested considerably in this project, I would like to clarify some assumptions I have operated under, such that I can know how to orient moving forward: 1. Player / Player interactions (whether cooperative or adversarial) are, by far, the more rich and engaging experiences. As such, they are the PREFERED interactions. 2. Player / Environment interactions (whether cooperative or adversarial) are, while less engaging than Player / Player interactions, nonetheless essential to the overall flow and function of the game. 3. From points 1 and 2 above, it follows that the design of the game, from server meshing to contracts, to quantum travel, and any number of other game systems should be designed to MAXIMIZE PLAYER / PLAYER INTERACTIONS. And that Player / Environment interactions act as the "connective tissue" that fills the gaps between. 4. Note, I said "player / player" and "player / Environment". "PvP" and "PvE" are loaded terms. Player WITH player need not be adversarial. When it comes to PvE vs PvP (player/environment vs player/player), I think about it in much the same way as procedural generation: 1. Custom design/hand crafted locations are ideal, but it is not practical to apply that everywhere. 2. Procedural generated content, while less engaging/unique, acts as the connective tissue that fills the void between hand crafted content. In this formulation, the obvious analogy to hand crafted content is Player / player, while the obvious analogy to procedural content is Player/Environment. Those assumptions not-withstanding, due to some of the comments made by CIG...namely, "This is a PvE game that allows for PvP", a lot of people in this community are trumpeting that "This isn't a PvP Game" and that "CIG doesn't want the focus to be PvP". I could be completely wrong here, and hence the reason for my question, but....I think that is Malarky. I think (and maybe I'm wrong), that if CIG could wave a magic wand, it would 100% make "Player / Player interactions" predominant, and the focus on a "PvE game that allows for PvP" is akin to saying, "A procedurally generated universe that has hand crafted locations". That doesn't mean that the hand crafted locations are not more desirable, it only means it is impractical for all locations to be hand crafted. Similarly, it PvE, or more broadly "player / environment interactions" form the connective tissue of the universe. It "fills the gaps" in the same way a procedurally generated landscape between distribution centers is "more predominant". Not because it is more desirable, but out of necessity. In short, it is my view that CIG wants to create a rich universe where as many "Player with player" interactions take place, and CIG wants to make those "player with player" interactions as predominant as possible. At the same time, CIG is focused on making rich "player with environment" interactions such that, absent said interactions, the universe feels as alive as possible. Am I wrong here? Or are my assumptions correct? Put simply.... Does CIG recognize Player with Player interactions are the lifeblood of the game, with Player with Environment interactions "filling out the universe"?